JAJ

Barriers Version: v1Barriers and Objects appear for v1 players but not for v2 players.This means that a v1 player will have to complete the missions "Green Sabre", "Are You going to San Fierro?" and "Yay Ka-Boom-Boom".

The Chain Game is for anyone who wants to play along, we are going to start a game from the beginning and take it to 100%.Please read theRules & Guidelinesbefore you start to play.The Rules & Guidelines are here so that the game can progress and everyone can have an enjoyable experience while making a contribution to its completion.

Joining the Chain Game is easy and new players are always welcome.If you're new and want to plunge right in, simply follow the Quick Start Guide for now and read the complete set of rules later. You're excused for now, but eventually you'll have to...

Do not use any kind of cheats, trainers, mods or cleo scripts. They can seriously mess up things later in the game, so using them will not only spoil the fun for yourself, but also for the other players.

Call the mission that you want to do or just call a turn by posting in the topic.

Download the previously posted save file. We want to use the same save file throughout the game and take it to 100%. After 100%, we can see who has the fastest racing times.

Complete ONE Named Mission only , save your game, upload your save file (see below) and post a link back in the topic (use the Edit button).

The definition of a "Named Mission" is "any mission that changes the save file name". Examples are "Big Smoke", "Deconstruction" and "Learning To Fly".

Several named missions are exempt from the 'one named mission rule', for various reasons. Find all details on these in the Supplement To The Rules .

Wait until 3 other turns have been completed before calling another mission.

If 6 hours pass without another gamer completing a turn, then the '3 mission rule' is reset & anyone may call a turn. This does NOT mean to wait 6 hours between personal mission/turn calls.

The time limit to complete your turn is 3 hours. We will use the post time in the topic. The timer starts when a mission is called. After 3 hours have passed and the caller has not posted back, it's a forfeit and anyone else may call a turn.

The caller may call a forfeit. The forfeiter should wait at least one turn before calling another mission/turn. The forfeited turn will not count towards the '3 mission rule' and will not reset the 6 hour timer.

In the event of two gamers calling a mission, the first one does the called mission.

Mission strategy is up to the caller - just don't use cheats, trainers, mods or cleo scripts .

Do not save after getting busted or wasted.

The caller may purchase items (weapons, etc.), mod vehicles, date, eat, workout, dress, get a tattoo & get a haircut for CJ. Please let us know about any of this stuff in the Notes section of your post.

The caller may do any non-named missions/collections/deliveries in the 3 hours. Please report any extra stuff in the Notes section.

The caller doesn't have to call a mission when all they want to do for example is collect Snapshots, Horseshoes or Oysters, spray Tags, or do any of the side missions such as "Vigilante". In that case, just call a turn, but remember that the 3 hour time limit will still apply.

We expect the players to adhere to the gtaforums.com rules. This includes "No warez/piracy (linking to, requesting or discussion of illegally obtaining copyrighted material) & Never open multiple accounts."

A request to all players:Please try to post the completion percentage from the stats after you have completed your turn. This will help us in putting together the stats at the end of the round. The completion % can be found in STATS/MISC or on the website after uploading (if you use the preferred uploaders).

Do not fail a storyline mission unless it's to collect a special vehicle (BP/DP/EP/FP). If a special vehicle has been collected, let us know in the Notes section.

Try to keep the safe house saves minimal. If you have a game crash problem on your system multiple saves are alright - save when you don't want to lose some progress.

Since 4star features are becoming more and more prominent, we're being rather lenient toward the above two points. Save if you don't want to lose progress on a long or 4star turn. Failed side missions are ok if you're doing 4star stuff, esp. 4star racing. Just try to keep the number of saves and failed side missions/races within reasonable limits.

Avoid known glitch situations, though you may use the one for "NRG-500" and the Ammu-Nation glitch (but remember the clip count, see next point).

Collect ammo when possible, but please keep it below 10000 for weapons with clip count. Some players like to see the clip count which disappears when the ammo exceeds 9999 (an empty clip can be fatal during stuff like gang wars - seeing the clip count helps with fast reloading by switching weapons back and forth before the clip is empty).

Try to save with full armor.

Save close to available missions when possible.

Try to eat or have some snacks or drinks every once in a while. If the fat stat reaches zero CJ will lose muscle.

Letís try to have the last save for 100% be "End of the Line", so letís try to get everything else done before that.

This supplement is designed to discuss some of the technicalities of the Chain Game's rules, and it was thought best to provide these in the original post.

(1) Abuse of the '3 Mission Rule':

Callers are encouraged to understand the basic ethos of the Chain Game. One should only call a mission, once the previous caller has completed his/her called mission and posted the new save. That's the basic idea of the chain: a new link can only be attached as long as the previous one is bound. Hence, to call a mission while a previous one is being completed, defeats the entire logic of the chain. In such a case, one can actually wait around and call every 5th mission beforehand, and negate the possibility of others to call the mission. This seems to be a fine loophole of the 3-mission rule, which callers should not exploit. Let's also consider the fact that when a mission/turn is called that the 3 hour timer has started.

The above vehicular schools are comprised of 'named tests' (e.g.: "Burn and Lap", "Circle Airstrip", "Land, Sea and Air", "The Stoppie", etc.). Callers should take note that 'named tests' are not equivalent to 'named missions'. Hence, callers should call schools and not particular tests, even though it may seem, for some, to be against the 'one named mission rule'. To call and do one single test, or only a set of two/three tests, would only add confusion to future callers, and be an impediment to the progress of the Chain Game. Callers also note: in the posting format, you should use "Back to School" and "Learning to Fly" and not "Driving School" and "Flying School".

Note that "Back to School" and "Learning to Fly" are named missions and fall under the 'one named mission rule'. "Boat School" and "Bike School", however, are not named missions and can be done with any other named mission.

The above missions are all cut scenes in the Catalina strand in the Badlands. The icons for her missions trigger each of these, in sequence, though it is up to the caller to decide which of Catalina's jobs they'd want to pull off. In each such case, the caller should call the cut scene (like "First date") and also the job (e.g.: "Local Liquor Store"). The format should be: "Missions: First Date/Local Liquor Store". The caller can't help but do a 'double', so to say, as one can't save after the cut scenes, and in these cases the 'one named mission rule' is exempted.

Wang Cars Purchase- The 'CV' icon at Wang Cars after "Back to School" and "Yay Ka-Boom-Boom" are completed

This one's a little different from the last four, as even though an icon appears for Cesar on the map, and you go to the dealership at Doherty, it is not followed by a mission, and instead opens up Cesar's strand at San Fierro. This is different, also, from "Verdant Meadows" because even though the mechanic involved is the same, the latter is a named mission, while this is not. Callers may buy Wang Auto after the completion of "Back to School" or "Yay Ka-Boom-Boom" (whichever is done later), and this will not be considered as a violation of the 'one named mission rule'. Alternatively, callers may buy it before starting "Zeroing In", if it wasn't purchased beforehand.

Some of these are named missions although all of them are in fact only cut scenes without any action going on. These missions are exempt from the 'one named mission rule'.

Stadium RacesAll stadium races are exempt from the 'one named mission rule' and can be combined in any number with any other one named mission.Tournament RacesWith the exception of the 3 races that must be done within the storyline ("Lowrider Race" & "Badlands A/B"), all races are exempt from the 'one named mission rule'. Unlike the other exceptions, you cannot do as many as you like though:

- You can do one race if you also do a named mission.- You can do up to three races if you do not do a named mission as well.

Challenges- "The Chiliad Challenge"- "BMX"- "NRG-500"

These are exempt from the 'one named mission rule' and can be combined in any number with any other named mission. (Only "BMX" and "NRG-500" are named missions.)

Turf Wars / Gang WarsThese can be separately called for, and also be completed otherwise. The posting format for these would be: "Mission: Gang Wars".

Note that the first round of Gang Wars comes with an exception to the '3 mission rule' if we're playing a save that features 4star Gang Wars. If all you do is 4star Gang Wars, then the '3 mission rule' does not apply. In that case, wait for one other turn to be completed before calling your next turn. This will be for only doing 4star Gang Wars, please don't do any missions too unless you wait the regular 3 turns.

The second round of wars in Los Santos should be completed before "Riot", as this saves a lot of trouble and makes the last few missions speedier.

Barriers / Area Opening MissionsIf we're playing a v1/v2 hybrid save (almost always), the missions "Green Sabre", "Are You going to San Fierro?" and "Yay Ka-Boom-Boom" will have to be done by a player with a specific game version only (v1 or v2). The details for this round can be found at the top of this posting .

DatingAll callers can help CJ progress with any of the 6 girlfriends in the game. It does not have to be called separately, and if it is, then the '3 hour rule' will apply as always. It is best not to alter CJ physically and instead collect all oysters as soon as possible to make him forever desirable.

Import/ExportAll callers are allowed to participate in exporting cars, and this does not have to be called separately. Callers, however, must remain true to the spirit of the Chain Game and only export cars when full earnings can be availed. Do not export damaged cars. Callers can also help by storing cars on the lists beforehand as and when they come across these. Note that if we are playing a modded save with the Auto-Exports feature, it is not necessary to store cars for exporting.

Mission: Use the mission name as it appears on the screen. Don't use mission descriptions like 'that mission where you chase the jet'. Called by: Use your handle.Link: The link to your uploaded save file, after you've completed your turn.Status: 'in progress' or 'completed'.Completion: Completion percentage from stats section.Notes: Anything pertinent to the mission/strategy or extra stuff done.

A simple "I'll do a turn now" is enough to call a turn (most players do it this way), but please use this posting format for your completed turns. Below you'll find a template you can copy and paste, it'll look just like the example above. Feel free to change the colours to your liking. Note that the gtasnp uploader lets you save your personal custom posting template.

For those who would like to spray tags / collect oysters / take snapshots / gather horseshoes, you can use the program SAMA (SA Mission Analyser), it will provide relevant maps showing which ones are left. It also tells you which missions are left to do and you can find the locations of the unique stunt jumps, even the new ones.

Welcome to Chain Game 45. As (almost) always, it is a modified save with many interesting changes/additions. We hope you will enjoy playing it as much as we have enjoyed creating it.

This round has basically the same specials as the last round. The WOWAI Jetpack in LS has been moved to a new location picked by last round's winner JAJ and the WOWAI Vehicle has been placed by aFinn. These two wowai-style games will be played in the Lounge, see here for more details.

The Auto-Exports are still in place - since there is no need to stash exports in garages, players are encouraged to use the resulting garage space to collect some special/proofed mission vehicles (several Towtrucks and Tractors have been strategically placed to help with this). Here's an overview to special mission vehicles, and here a detailed guide.

The camera angles are still tweaked for the Juniper PnS, Dillimore PnS and the added LV Disco PnS; the camera follows the player which will make landing aircraft on the roof much easier. This makes it technically possible to get busted within the PnS, but only if you stay in there a lot longer than necessary.

The script version and the behaviour of the barriers for this round can be found at the top of this posting .

All Chain Game officers are equipped with a Chain Game Checker. This checks the save file for the number of cheats used, times wasted, times busted and some other things.

This section describes the changes from the unmodified game in a general way and hints at the new additions. If you are new to the Chain Game and enjoy exploring, you may want to read this section but skip the following one where the already known extras (basically the found stuff from previous saves) will be described in detail .

Major changes from previous rounds and items which were not previously listed are colored yellow.

Vehicles

An entirely new set of 19 'Mutant Bikes' has been added, all of them hidden in garages.

A few more new vehicles have been added to the game. Most of them can't be used.

Exports and most mission-unlocked vehicles are available at the start of the game; export spawns will no longer disappear once the car is exported.

An entire new set of additional vehicle spawns has been added to the map; some are enabled right away, and others will appear as the game progresses.

You might find a green-colored vehicle in your garage; such vehicles are specially designed to help with certain tasks...

A number of vehicles have been nudged to avoid spawning conflicts.

Some original vehicles have been tweaked to spawn a little more reliably such as the Maverick on the LS Skyscraper or parked cars near safe houses. Caution: Some vehicles may spawn suddenly; it is not a good idea stand in the exact location of a missing vehicle.

In order to improve stability, some of the less useful original vehicles have been removed. These include some of the Karts as well as some vehicles which have another of the same type very close by. For example, rather than having two Dodos right next to each other, you may only see one of them now.

Pickups

Three adrenaline pills have been added in Los Santos.

Jetpacks are available in each of the three major cities but might require some work to get to.

A couple of Bribes have been added.

Some additional pickups have been added in some other places.

To allow for new pickups, some of the standard pickups have been trimmed (mainly canes, cameras and flowers).

Barriers

The bridge barriers and some objects will only appear for some players. The details for this round can be found at the top of this posting .

Clothes

All clothing (including the specials) is available at the start. Note that this causes SAMA to wrongly mark the Heist Missions as completed.

No complaining about looks. The game will start with a completely random appearance for CJ, including clothes, haircut, tatoos, fat, stamina and muscle. Whoever does the first turn is encouraged to post a screenshot of the initial CJ. Early callers are encouraged not to change the starting outfit for a couple of turns, so everyone can enjoy. If this feature is becoming popular, a stand-alone script for random outfits might be published.

Missions and Interiors

The Bike School & Boat School are available at the start; the Driving School icon is visible but it will not unlock until after "Wear Flowers in Your Hair".

All Race Tournaments are available at the start. Note that "SF to LV" is not completable until the barrier comes down (unless you have the version that doesn't show the barriers, see top of posting ); "Military Service" is more difficult because of the barrier, but can be completed. Also, please do not complete "Lowrider Race", "Badlands A", or "Badlands B" until their associated missions have been passed.

All Vehicle Mod Shops are open at the start and are marked on the radar.

All Gyms are open at the start. They are marked on the radar from the start, but the SF & LV markers will briefly disappear between the missions "Ryder" and "Drive-Thru".

Some mission-related interiors are open from the start. Most of them will close once their related mission is attempted.

Finally, a few markers may not lead where you expect them to...

Safehouses and Garages

The Johnson House is open before Big Smoke.

The Redsands West property no longer has a usable garage; instead, there is a new "Dock Garage" at Toreno's Ranch which can store boats, amphibious air vehicles, and even small land vehicles. It is usable from the start and marked on radar as a "Boat Yard"; there are also some special objects at each corner of the garage marking its size.

The car garage and the hangar at the airstrip are usable from the start; this is similar to how the Doherty garage is usable in the standard game.

Some save garages have increased in size to hold a wider selection of vehicles.

Some Pay'n'Sprays have increased in size and can support a greater variety of vehicles.

There is a new Pay'n'Spray enabled behind the LV Dance Club; it is marked on the radar and is very large, so a wide variety of things could be sprayed there...

Several garages previously used only in missions have been reassigned to more useful tasks at the start of the game. Most of them are marked on the radar.

The three Police Impounds are marked on the radar.

The save disk inside Madd Dogg's Mansion has been moved to a new location in the first room on the left; saving there should now avoid the basketball glitch.

Unique Stunt Jumps

20 new unique jumps have been added, replacing 20 removed original ones. Some of the new jumps are fairly easy and some are extra-challenging.

Note that SAMA should show all the jumps and record their status properly.

Zones

Some zones have been adjusted so gang wars can be triggered in SF and in LV.

Several of the zones have added features and added pedestrians.

Other features

Seventeen current and former Chain Game contributors have been honoured in this round.

All boat jumps from previous rounds (and the bribes that came with them) have been removed, except for the Dam Boat Jump and the Amphibious Assault jump pair (which keeps its bribe).

There are a couple of new ways to make money (or even lose some) if you look around.

The underwater glitch has been integrated as a feature. Note that CJ swims faster with the Frame Limiter On.

There are some new ways to travel quickly between cities.

The 'Pier 69 Lift' teleports cars and bikes.

Some things can be destroyed sooner rather than later.

Be sure to look around and check out some of the new additions before doing everything the same old way; you might find something that'll help you do, for example, early vigilante without the Hunter or HPV.

Some added features are intended to expand on what can be accomplished with 4 wanted stars. For example, a new jump might show you how to enter restricted territory and a special vehicle may help you survive while you're there.

Some added features are intended to give an introduction to the Chain Game Rallies; that discussion inspired these modifications and will hopefully lead to future fun stuff.

Independent Play

People who would like to play this round's save independently should download the v1 or v2 saves provided below. The Chain Game is using a save with a hybrid configuration of the IPL flags (for barriers, Truth's crops, etc.) and these objects might not show for everyone.

The saves for independent play have fixed IPL flags, so the barriers and map objects should work correctly with your given version. That is, people with the v1 exe and scripts playing the v1 save should see all the barriers and objects properly. And so should people with the v2 exe and the v2 scripts. A hybrid installation is not recommended for the Independent Play saves.

Also, the Chain Game save prevents saving the game after getting busted or wasted while the saves for independent play do not have these restrictions.

Please note that a few of our additions and changes might confuse third-party tools like trainers and save-editors so be especially careful when using them while playing these saves.

There are a few things still unmapped which will initially not appear on a feature list. Whenever new things are added we like to keep a bit of mystery about them to encourage exploration and experimentation. We hope you do some investigating, try out new things, take notice of your surroundings, and share your finds with everyone else.

We have tried to manage the balancing act of adding fun new features while making minimal changes to items from the original game. We have also worked hard to ensure that all changes function under the original game scripts without requiring any modification from the players. Hopefully you will agree that our choices were sound ones.

Your input is encouraged; please give us your comments regarding this round's features. If you don't want to post them in the topic or the Lounge so as not to clutter it or spoil anything for anyone else, feel free to PM either rubregg or aFinn. We are particularly interested in issues where new/changed vehicles or pickups are not spawning properly but any feedback is welcome.

For those who are curious, a variety of tools were used in the creation and testing of this. Up to round 36, pieces of this were made via a custom Darkpacted mission script made with SannyBuilder, modified IPL files and the GTASA Control Center. It was then unified together by hex-editing parts of a couple of different saves together; hex-editing was also used in a couple of cases to overcome limitations of the tools and finish off the features. Saving in the Jefferson Alley was accomplished with CLEO. And, as always, Samutz' GTASnP uploader was invaluable in helping with the design and testing.

From round 37 on we have substantially changed the creation process of the saves. The original scripts and IPLs are now left completely unchanged and we are integrating all our features with SannyBuilder and a custom CLEO mission. Thanks to OrionSR and Seemann we can now do lots of things with direct memory writes which enables us to get away without hex-editing or custom IPLs.

JAJ

This section contains detailed information about the added special features that have already been found. If you want to avoid spoilers and only get the general idea of our additions, you should skip this chapter and read the previous one instead. Note that none of the new secrets have been included yet. These will be collected in the next posting for now and hopefully integrated here in later rounds.

Major changes from previous rounds and items which were not previously listed are colored yellow.

Armory Hideouts

Some safehouses and some other interiors are linked to a special "armory" (using the LS Big House interior). This armory contains high-ammo pickups for the most used weapons in the game as well as a health pickup and it also has a wardrobe so you can still change your clothes (or get armor) there. You can also save your game, the original Queens save disk has been moved into the armory. Note: Entrance marker for the Sherman Dam Armory added manually.

Small 24-7 in West Mulholland, LS

Whetstone Farm Safehouse (can be used at the start but must still be purchased to reach 100% completion)

Vank Hoff Hotel Safehouse in Queens, SF (must be purchased to be used)

Big Pointy Building in Downtown SF (if you take the marker back down after going to the top)

Sherman Dam (between entrance marker on top of the dam and the Generator Room interior)

Caligula's Roof (North marker; South one still goes to the Roof)

Bayside House (the house farthest west and south in Bayside; this is unrestricted territory)

Teleport Markers

Some markers which used to link to shops now allow quick warping between far-off areas of the map. All portals which lead towards LS and Red County allow bikes and all portals which lead towards other areas allow both bikes and cars. However, most of these markers are quite close to the buildings they used to allow entry to and it may be difficult or even impossible to get a car to go through. Bikes should work for all although you may have to nearly drive up the wall to get it to register.

The 69-Cent Store near Unity Station, LS connects with the unmarked Barber Shop in El Quebrados

The 24-7 at the truckstop in Whetstone (near Angel Pine) connects with the unmarked Montgomery Pizza Stack.

The Binco in Juniper Hill, SF connects with the Binco at the North end of the Strip in LV

The Victim in Rodeo, LS connects with the Victim in Downtown SF.

The SubUrban in Jefferson, LS connects with the SubUrban in Creek, LV

Enlarged Garages

Many safehouse garages have been expanded in (virtual) size so that vehicles can fit on the roof as well as inside. This allows you to save small air vehicles as well as cars. Note that you can only see vehicles on the roof if the door is open. The capacity of the garages cannot been changed and is still limited to 4 total vehicles each.

El Corona Safehouse Garage enlarged

Mulholland Safehouse Garage enlarged

Palomino Creek Safehouse Garage enlarged

Dillimore Safehouse Garage enlarged

Doherty Garage enlarged

Whitewood Estates Safehouse Garage enlarged

Rockshore West Safehouse Garage enlarged

New/Altered Garages

One safehouse garage has been moved to a new location as a special "Dock" garage which can save boats as well as land/air vehicles. Some previously mission-only garages have been assigned new subversive duties. Note that both bomb shops now have a red in-game sphere. They are not marked on the radar though, for lack of a suitable icon. The three Police Impounds have been tweaked for better usability and are now marked on the radar.

Dock GarageThe Redsands Safehouse garage has been disabled and replaced with a Dock Garage at Toreno's Ranch. This dock is marked on the map with an anchor icon and special objects have been placed at the corners of the garage to mark its boundaries. The Dock Garage is usable from the start of the game, even before Toreno's place gets a save icon.

Los Desperados Bomb ShopThe garage in the alley in El Corona used during the mission "Los Desperados" has been internally renamed and turned into a bomb shop (remote detonation bombs). It will remain operational even after the mission is passed.

Cesar's Bomb ShopThe garage behind Cesar's house in El Corona has been turned into a bomb shop (ignition trigger bombs); it will also be opertational for the entire game.

LSPD ImpoundThe western boundary has been moved inward to exclude a random car spawn. Bug fix for round 38: The floor has been raised so the Rustler will spawn properly.

SFPD ImpoundCeiling and floor have been tweaked so impounded motorcycles or bicycles should be visible in the impound zone (instead of the ceiling). The impound zone has been rotated so impounded vehicles will face forward, and moved slightly to the north to exclude random car spawns. A Towtruck has been placed which roughly marks the north-eastern corner of the moved impound zone.

LVPD ImpoundThe impound zone has been rotated so impounded vehicles will face forward.

How to use the ImpoundsUsing the impounds is tricky and requires a bit of practice - find all you need to know in this topic.

Enlarged Pay'n'Sprays

Some Pay'n'Sprays now have a larger size so that air vehicles can be sprayed by landing on the roof.

Dillimore PnS enlarged.

Juniper Hollow PnS enlarged some more so a Hydra can be resprayed.

New/Altered Pay'n'Sprays

A Pay'n'Spray that is normally locked and unused has been relocated and enlarged; this is a normal PnS. Also, several previously mission-only garages have been assigned spray duties for some of the time; these function the same as Michelle's PnS - they are free and display the "girlfriend has fixed your vehicle" message. Note that free Pay'n'Sprays still require that you have at least $100 in your pocket even though they do not charge you. All Pay'n'Sprays are now marked on the radar. Pay'n'Sprays that will close as the game progresses have their markers disappear shortly before the PnS closes (as described below). The others have permanent markers.

Disco PnSA previously unused PnS has been moved to East LV behind the Dance Club. It is marked on the radar with the standard spray icon and functions normally. However, it has no visible door so at ground level it is accessible from 3 directions and the changed camera angle can be a little tricky to deal with. Also, it is large enough that air (or other) vehicles which land on the roof will be sprayed as well.

Life's a Beach PnSThe garage in Commerce, LS used in the mission "Life's a Beach" functions as a free PnS during the early part of the game. Once that mission is passed, the garage closes. The radar marker for this PnS should disappear after the mission "OG Loc", shortly before the garage closes.

Puncture Wounds PnSThe garage next to the Angel Pine Ammu-Nation used in the mission "Puncture Wounds" (if you let it get that far) functions as a free PnS for part of the game. Once that mission is passed, the garage closes. The radar marker for this PnS should disappear when Wang Cars is purchased, shortly before the garage closes.

T-Bone's PnSThe garage in Ocean Flats, SF (a block South of Wheel Arch Angels) used in the mission "T-Bone Mendez" (if you let it get that far) functions as a free PnS for part of the game. Once that mission is passed, the garage closes. The radar marker for this PnS should disappear during the mission "Jizzy", shortly before the garage closes.

Woozie's PnSThe garage next to Woozie's shop in Chinatown, SF intended for the mission "Ran Fa Li" but never actually used in the standard game functions as a free PnS; this garage has been internally renamed and remains open for the entire game.

Interdiction PnSThe garage in El Castillo del Diablo, Bone County used in the mission "Interdiction" functions as a free PnS. When you pass the mission the garage door comes down, but the door is unsolid. Thus you can walk through it back into the garage and get in the vehicle you just left, or drive something else through the door later to get the door to stay open. So this PnS is accessible the entire game.

Michelle's PnS is open and free from the start of the game.

New Objects and Interiors

Some extra stuff added to the map.

SFPD InteriorThe Dillimore Police Station now links to the previously-unused SFPD Interior. Note that the displayed name will still say "LSPD Headquarters" when you enter it, but it functions normally. As with other police interiors, there are several pickups inside and if you pull out a gun, they'll hit you with a 2-star wanted level.

Sunken Pirate ShipIn the murky waters below the Dock Garage at Toreno's Ranch (see above) you'll find a sunken wreck. It's best to explore using the Underwater Glitch though since diving pretty much requires max lung capacity and health to survive.

Dock Garage BoundariesSome flaming skulls and some lightposts mark the corners of the Dock Garage; they look especially cool at night.

Truth's Crops are there at the start of the game; you can burn them down if you wish (just for fun) and they should reappear if you restart SA and load a Chain Game save again. If playing the forum saves with the correct version exe (the one that has the barriers), the crops will be permanently destroyed following the mission "Are You Going to San Fierro?" but players using the 'wrong' version exe (the one that hasn't got barriers) should still see them until "Yay Ka-Boom-Boom" is passed. If playing the Independent Play saves, the crops should not exist after "Are You Going to San Fierro?" regardless of exe version.

The floor of the ground level of Big Smoke's Crack Palace is solid at the start of the game.

The Area 69 Access Vent has been moved out of the way. It will be put back in place after "The Black Project" though.

Various Ramps have been added to the map:

A ramp between Montgomery and Hampton Barns for the reworked Early LV Access jump (see below).

2 ramps at the northern end of Foster Mall, one inside and one on the roof; loosely connected to the Foster Mall jump (see below).

A water ramp at the Sherman Dam for a spectacular boat stunt.

2 water ramps for jumping boats over the Amphibious Assault ship, grabbing the bribe that has been placed there.

A ramp at the early breakable Sprunk Sign in Jefferson, for the new unique jump.

Bug Fixes

Saving at Madd Dogg's MansionThe save disk in Madd Dogg's Mansion has been moved from the location near the back door to the first room on the left ("the library"). While still near the door, this location is far enough away from the interior basketball court that it should prevent the Basketball Glitch; thus saving at Madd Dogg's place is no longer discouraged in the Chain Game.

The armor pickup in the dark room opposite the recording studio in Madd Dogg's mansion will now respawn if picked up; in the orginal game once you grabbed it, it was gone.

A bribe inaccessible in the standard game has been moved. It's no longer in the narrow alley behind the SF Fire Station as in previous rounds but has been moved to what was probably the originally intended location. It looks as if a minus sign got toggled for one coordinate somewhere during the original coding. Removing that minus sign gives a pretty neat new location at the Broken Bridge in Palomino Creek.

A number of vehicles have been nudged to avoid spawning conflicts (some of the export vehicles, school rewards, airstrip vehicles, SF Firetrucks, and a few others). In all but one case the new location is quite close to the original one; the one exception is the export Sanchez which now spawns at Catalina's Fern Ridge hideout.

Early Access

Missions, locations, and other things made available earlier to expand what can be done at the start of the game.

Basketballs spawn on all the courts at the start of the game so you can play the basketball minigames earlier.

All Race Tournaments (i.e. Street Races and LV Air Races) are available at the start of the game; barriers between islands may render some of them difficult or even impossible. Note that you will not receive the phonecall from Jethro about the race tournaments.

SchoolsBike School and Boat School are open at the start of the game. Driving School is marked on the radar but cannot be attempted until the mission "Wear Flowers in Your Hair" is passed; note that you will not receive the phonecall from Jethro about the Driving School following the "Deconstruction" mission.

All Vehicle Mod Shops are open at the start of the game and are marked on the radar.

All Gyms are open at the start of the game. They are marked on the radar, but the SF & LV markers will briefly disappear between the missions "Ryder" and "Drive-Thru".

Several safehouses are open earlier than normal.

The Johnson House is open at the start of the game; thus you can save there prior to completing the mission "Big Smoke".

The Whetstone Farm Safehouse is open from the start of the game even though it can't yet be purchased; you will still have to buy it later to reach 100% completion.

Also, most of the Armory Hideouts (see above) are open from the start.

Several safehouse garages are open earlier than normal. Much like the Doherty garage, they give you a place to stash a car for 4-star fun.

The garage at the Verdant Meadows Airstrip is open from the start of the game.

The hangar at the Verdant Meadows Airstrip is open from the start of the game.

Several (mostly mission-related) Interiors are accessible at the start of the game but may close later.

Zero's RC Shop is open from the start and probably won't close.

Crack Den is open from the start but will close once "Cleaning the Hood" is attempted.

Madd Dogg's Crib is open from the start but will close once "Madd Dogg's Rhymes" is attempted and will remain closed until "A Home in the Hills" is passed.

Vagos Gang House is open from the start but will close once "Burning Desire" is attempted.

The Pleasure Domes club is open from the start of the game but will close once "Ice Cold Killa" is attempted.

Sindacco Abattoir is open from the start but will close once "The Meat Business" is attempted.

Planning Department is open from the start but will close once "Architectural Espionage" is attempted.

Big Smoke's Crack Palace is open from the start of the game and should never close.

New Unique Stunt Jumps

The original game's unique stunt jumps are gradually being replaced by our own jumps. Some of these highlight ways to get in and out of hard-to-reach places, others showcase special features of the modification, a few encourage participation in the Chain Game Rallies, and some are just cool. There are currently 20 new jumps; they all replace original jumps so the count remains at 70 and SAMA will properly display all of them. All of these jumps have been reworked for round 37 and jump 12 (LS Airport Roof) has been moved to the southern wing of the building in round 39.

LV Pyramid to PnS

Isolated Mound South of Montgomery

Jump over plane at LS Airport

Tunnel into SF Airport

Mt Bike Rooftop jump in Downtown SF

NRG Rooftop jump in Downtown SF

Underwater Mound in Red County

Fern Narrows jump

Isolated Tree near Blueberry

Early LV access jump

Yacht Harbor Sign at Santa Maria Pier

LS Airport Roof [moved south in round 39]

Foster Mall

Foster River

LV Fuel Depot (KACC)

Fallen Tree in Panopticon

Speed or Splash; South of Blueberry

Shady Creek North

Shady Creek Delta

Jefferson Sprunk Sign [new jump round 37]

Pickups

We have added a few new pickups to spice up the game; most are located in the Armory Hideout, but there is some interesting stuff outside too. Note that pickups marked 'fast respawn' will generally regenerate in less than a minute although you do have to leave the immediate area and come back to grab them again; weapons which have shared ammo with others in their class cannot be marked 'fast respawn' however because of the possibility of nullifying their ammo count. Note also that due to the restricted size of the pickup pool a few of the original pickups have been cut to make room for our additions.

Armory Hideout

6 Bribes (fast respawn)

9mm Pistol; 500 ammo (fast respawn)

Silenced Pistol; 500 ammo (fast respawn)

Desert Eagle; 500 ammo (fast respawn)

Tec-9; 500 ammo

Micro SMG (uzi); 500 ammo

SMG (MP5); 1000 ammo

Chrome Shotgun; 500 ammo

Sawn-off Shotgun; 500 ammo

Combat Shotgun; 500 ammo

AK-47; 1000 ammo

M-4; 1000 ammo

Sniper Rifle; 250 ammo (fast respawn)

Molotovs; 100 ammo (fast respawn)

Teargas; 100 ammo (fast respawn)

Satchel Charges; 100 ammo (fast respawn)

Grenades; 100 ammo (fast respawn)

RPG; 250 ammo (fast respawn)

Heat-Seeker; 250 ammo (fast respawn)

FlameThrower; 2000 ammo (fast respawn)

Minigun; 1500 ammo (fast respawn)

Health (fast respawn)

Knife (fast respawn)

Katana (fast respawn)

Chainsaw (fast respawn)

Parachute (fast respawn)

IR Goggles (fast respawn)

Jetpacks

LS Jetpack; hidden at new location for the 'Jetpack wowai' game

SF Jetpack; Chinatown rooftop (requires some clever climbing)

LV Jetpack; SW rooftop of Pilgrim Motel (requires some climbing)

Adrenaline PillsWorking similar to pills in previous games; time slows for CJ for a brief time and he's a little more powerful.

Adrenaline Pill (fast respawn) in Jefferson; by train tracks across from church

A money pickup with negative cash value has been added to the game. It will subtract $5 million and can only be picked up once, after that it's gone.

It is hidden somewhere in the woods, near a big rotating Ufo.

If CJ goes to LV while in more debt than he could borrow from the casinos (gambling skill), he'll get attacked by Mafia hit squads. If you kill them, make sure to pick up their money - they are loaded.

When in debt, CJ can't buy anything including food. The only way not to lose fat (and eventually muscle) is to take girlfriends out on food dates, these meals are for free.

There's another one-time-only money pickup which revokes the Ufo Curse. It's rather well hidden though.

Miscellaneous Additions

Armor (fast respawn) in every wardrobe

Parachute (fast respawn) on Caligula's Roof (South side)

Health in SFPD Interior

One bribe has been added to spice up the Amphibious Assault boat jumps (see 'New Objects & Interiors' above). It is set to fast respawn.

The SF Firehouse bribe from previous rounds is back and set to fast respawn.

Tweaked Original Pickups

One originally inaccessible bribe has been moved to a new location (see 'Bug Fixes' above).

All parachutes are set to fast respawn.

Removed Original Pickups

The 3 help text pickups for getting busted and wasted have been removed (outside LSPD and LS hospitals).

The inaccessible fire extinguisher at the LS Donut Shop has been removed.

8 canes from the original game have been removed to make room for our additions; there are still at least 2 cane pickups in each of the major cities.

10 cameras from the original game have been removed to make more room for additions; there are still 9 cameras left around SF, plus the one in the Johnson House.

One Flower pickup in SE Flint County has been removed to make room for additions.

Player Attributes

Stats, skills and other things related to the player himself.

All the buyable clothing and all specials are available in your wardrobe at the start of the game.

CJ's appearance will be completely random at the start of the game. This includes clothes, haircut, tatoos, fat, stamina and muscle.

Armor has been increased by 100; this means that an armor pickup prior to the vigilante mission will give you 200 armor and one after completing vigilante will give you 250 armor.

CJ starts with 16% Driving Skill (8-Track requires 20%)

CJ starts with 16% Flying Skill (the airport gates require 18%)

Vehicles

Added Vehicle SpawnsAll added vehicle spawns are marked on the map . Note that some of them are not enabled at the start but will appear gradually as the game progresses. See here for a link to the Vehicle Plan, a detailed list of all the mission-triggered reward vehicles.

Garaged Special VehiclesSeveral safehouse garages have been seeded with unique vehicles to serve particular purposes such as 4-star fun or the Chain Game Rallies; many have custom wheels and extra NOS and those with green colorings usually have some sort of proofing as well. Note that the all-proofed Squalo at the Dock Garage still takes damage from collisions.

Custom License PlatesAll of the custom license plates for non-mission vehicles have been altered to reflect the Chain Game and to honor past and present contributors. Note: This list has been updated and now includes the latest changes.

CHAIN4L

Sweet's Greenwood (outside of missions) now proclaims his love for the Chain Game.

GTAF

Ryder's Picador plate no longer reads GTAF - the plate will be used for the wowai vehicle.

ANURAG

Dark red Super GT near Driving School honors crazyanurag and his excellent City Slicking skills.

Black & White Phoenix in Doherty honors JAJ who has been running the Chain Game for over 3 years now, going strong.

ORIONSR

Grey Sandking on a roof W of the Disco PnS honors OrionSR. Note this used to be a random car in the Royal Casino parking garage.

PDESCOBR

Blue Short Flash at Queens honors pdescobar who has started modding Chain Game saves back in round 5. He also worked out some scripting magic to get the ZIP Blue Shorts into our wardrobe. Note that in previous rounds the Las Brujas Romero had pd's plates.

The starting save loads in the Jefferson Alley at 6:30. The blinking radar & message to head towards Grove Street are both intact, as is the Grove Street arrival audio. Also, the in-game map "graying" is intact.

The Homeless Peds scripts are not enabled.

NPC Group members are accepted at Gyms, Warps, Dillimore PD, and Smoke's Palace.

hmvartak has made a new uploader for the Chain Game. It's basically an integration of id patcher, .b file uploader, Chain Game Checker and SAMA tools. It also uses the same handy download slot selection like Samutz's uploaded/downloader. We encourage it's use.Here is hmvartak's description:

Automatic ID conversion just like Samutz uploader is having.

Besides the last mission name and exe version, it also provides progress made in percentage.

It warns the player if the game is not saved with full armor.

It does not accept a save file if the player has used cheats. It also refuses to upload the file if the game was saved after getting wasted or busted.

It analyzes each file and gives you the list of completed and incomplete missions.

LS Jetpack -- clues will be given by the last winner JAJ.(previous winners: aFinn/!!GameCH33TA!!, hmvartak, DREVIL919, JAJ)

Wowai Vehicle -- clues will be given by the last winner aFinn.(previous winners: JAJ, DREVIL919, aFinn)

Added Pickups

Armory -- 6 bribes (*asim*)

Armory -- Chainsaw (*asim*)

Armory -- Satchel Charges (*asim*)

Armory -- Katana (aFinn)

Armory -- Grenades(given away)

Changed Pickups

The originally inaccessible bribe that used to be in the SF Firehouse alley is now in the middle of the Palomino Broken Bridge, which is probably its originally intended location. (!!GameCH33TA!!)

LV Jetpack -- on the SW roof of the Pilgrim Motel (screenshot) (aFinn)

LS Jetpack -- on the Madd Dogg billboard in Rodeo (screenshot) (aFinn, !!GameCH33TA!!)The LS Jetpack is now part of our wowai games and will be moved around from round to round.

Added Garaged Mutant Bikes:

These are bikes with added mod wheels, which the game sticks on in funny places. ([SM]CJZera)Challenge: Complete the related missions (vigilante / 4star stuff) while not losing them.Due to the nature of the Impound Lots, the 9 Mutants initially garaged there will gradually disappear as the game progresses. They are also a bit tricky to get to, but technically they have been found.(aFinn)

Rhino at the Driving School. (*asim*, girishb)Enter and exit the Rhino and then start any test at the Driving School. This will send the Rhino to the SF Impound where it can be picked up.(GTA Phreak, aFinn)

Sandking with OrionSR's number plates on a roof between the LV Pyramid and the Disco PnS. (aFinn)

Tractor at the LV Impound Garage, near the impound zone. Quite often it is driven away by a random ped which shouldn't even spawn there.

OrionSR -- LV Disco Sandking (unlocked by boat school gold; plates used to be on a parking garage random spawn)

Various:

Note: The raining planes and the 30 Auto-Export spawns are what was hinted at with "new vehicles that can't be used".

The Impound Garages are now marked on the radar. (*asim*)

The LS Sprunk Sign from "Reuniting the Families" can be smashed early and has an added ramp for a new unique jump. The jump requires some speed and the bonus can probably only be scored once the sign has already been broken. (aFinn)

It's raining planes: Upon the first opening of the El Corona save garage, three planes will drop out of the sky and explode impressively (just-for-fun-feature; watch your head). (aFinn, [SM]CJZera)

Auto-Exports: All export vehicles will spawn right in the export sphere, one at a time whenever you get near the export ship. So the exports will practically do themselves. Don't fly a plane too low over the export ship as long as the exports are active - you'll halt abruptly and crash. One-time-only fun feature. Back by popular demand.(Kusak, C_h_e)

Added Gang Zones in LV:The Strip, the Old Strip and most Casinos will now have Mafia gang members hanging around. (aFinn)At The Four Dragons, The Pink Swan and at Come-A-Lot there will be Triads gang members . (aFinn)They behave like the original SF gangs and will not be part of the gang wars.

Arcade Game Easter Eggs:"Let's Get Ready To Bumble" now has "GameCH33TA" on the initial scoreboard.(laezy)

The Missing Miniscules:

Some changes were possibly too minor to get noticed (some of them I had already mentioned or smuggled into the front page). For completeness sake, here they are:

Grenades in the Armories (that missing pickup)

Towtruck spawn in SF Impound

Tractor spawn in LV Impound; quite often it is driven away by a random ped which shouldn't even spawn there.

Mod Wheels added to some of the garaged vehicles, to hint towards the Mutants:Prickle Pine Tractor, Airstrip Hangar Rustler and Stuntplane, the falling planes at El Corona

changed spelling of crazyanurag's plate: CRZYANRG -> ANURAG

changed colour of jaj's brother's Sandking to match the colours of his avatar

obvously some garages had to be enlarged a bit so we could hide the Mutants:Johnson House, El Corona, Santa Maria Beach, Verdant Meadows Garage & Hangar, Rockshore West

The Chain Game Explorers:

So here's the final scoreboard. I think I might start a new one solely for our wowai games. Well, this ain't a competition so congrats to everyone who took part. Needless to comment on aFinn's performance, eh? Also note laezy's impressive leap in hardly any time. Well done!

[laezy and DREVIL919 got 2 extra points: for Rhino retrieval and for checking out the new unique jumps.]

Player

Found Additions

aFinn

20

laezy

6

*asim*

5

DREVIL919

4

C_h_e!!GameCH33TA!![SM]CJZeraJAJ

2

girishbGTA PhreakKusakhmvartak

1

-------------------------------------------Please don't post in this topic until the starting save has been posted, thanks!

Blizzard14

Mission : CatalystCalled by : Blizzard14Link :http://gtasnp.com/18251Status : CompletedCompletion % : 21.39%Notes : Did the remaining Taxi Missions. Something wierd happened, a cheat was activated when I was driving, so I had to start all over, when I only needed a couple of more to go.

laezy

Mission: Pimping/Boat SchoolCalled by: laezyLink:gtasnp - hmvartakStatus: CompletedCompletion %: 24.6%Notes:Did 4 star pimping using the special Broadway and put it back in the Airstrip garage.Boat school all golds.

PS:The Electricity problem in Bangalore(Yes i live there) is getting worse day by day. We are facing unscheduled & periodic power cuts due to the failure of rains & dangerously low levels of water in hydel power plants. I was unable to save after doing lot of other things because of this horrible power situation, hence the delay.